Subclasses

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Subclasses are a new addition to the franchise, introduced in Pillars of Eternity II: Deadfire. Subclasses offer a number of bonuses and penalties over the base class, altering the way they can be played. Once selected, a subclass cannot be changed.

Paladins and Priests have to choose an order and deity, making their subclasses mandatory (and devoid of penalties).

Click a subclass link to jump to its entry in the table below.

Class Subclass
Barbarian Berserker, Corpse-Eater, Mage Slayer, Furyshaper
Chanter Beckoner, Skald, Troubadour, Bellower
Cipher Ascendant, Beguiler, Soul Blade, Psion, Wild Mind
Druid Fury, Lifegiver, Shifter, Ancient, Watershaper
Fighter Black Jacket, Devoted, Unbroken, Tactician
Monk Helwalker, Nalpazca, Shattered Pillar, Forbidden Fist, Sister of the Reaping Moon
Paladin Bleak Walkers, Darcozzi Paladini, Goldpact Knights, Kind Wayfarers, The Shieldbearers of St. Elcga, The Steel Garrote, Frermàs mes Canc Suolias
Priest Berath, Eothas, Magran, Skaen, Wael, Woedica. Harvester of Gaun
Ranger Ghost Heart, Sharpshooter, Stalker, Arcane Archer, Gunhawk
Rogue Assassin, Streetfighter, Trickster, Debonaire
Wizard Conjurer, Enchanter, Evoker, Illusionist, Transmuter, Blood Mage

List of subclasses[edit | edit source]

Barbarian • Chanter • Cipher • Druid • Fighter • Monk • Paladin • Priest • Ranger • Rogue • Wizard

Class Subclass Description Bonus Penalty
Berserker Giving themselves over entirely to their rage, berserkers lose themselves in their frenzy. They become oblivious to their own well-being, their carnage affecting both friend and foe. Though highly respected by their communities, berserkers often live solitary lives. Many are haunted by their own anger and the damage it causes to those around them.
  • Frenzy grants the Tenacious and Hardy Inspirations, instead of Strong and Fit.
  • Gain significant Hit to Crit conversion on melee and carnage attacks while frenzied.
  • Confused while frenzied.
  • Cannot see Health while frenzied.
  • Takes Raw damage continuously while frenzied.
Corpse-Eater Often loathed by their enemies, corpse eaters consume the flesh of fallen foes to gain their power. No mere cannibals, the corpse eater must conduct their rites in the heat of battle. Outside of their communties, corpse eaters are often misunderstood as desecrators of the dead. In the minds of the corspe eaters, consuming the flesh of an opponent honors them and their sacrifice.
  • Gains "Flesh Communion" - Target a hostile unconscious Kith, Wilder, or Beast to devour their corpse, healing the barbarian and granting them Rage.
  • All Rage abilities are increased in cost by 1.
Mage Slayer Mage slayers are typically from isolated communities that have little exposure to academics of any sort and have a general distrust for magical arts. The exposure they do have is usually hostile, and mage slayers are trained to deal with them in the most efficient way possible. Swearing off the use of many magical devices, mage slayers inure themselves to magical effects to better fight spellcasters.
  • Successful melee weapon attacks add Spell Disruption to the target, causing wizard, priest, druid, cipher, or chanter spells to have a chance to fail when cast.
  • Gain passive Spell Resistance.
  • Cannot use potions or scrolls.
  • Passive Spell Resistance affects Friendly and Hostile spells
Furyshaper Furyshapers carry a burden of trauma in their past lives, suffering when those emotions inexplicably bleed into their current psyche. These rare individuals can manifest their emotions in a physical form, inflicting their rage, terror or madness onto the world.
  • If a Ward is destroyed, take immediate Raw Damage and a Power Level penalty until combat ends.
  • Will is reduced.
Beckoner Beckoners specialize in invocations that summon spirits from the In-Between. They often come from cultures with a close connection to nature and reverence for their ancestors.
  • Invocations summon twice the number of creatures.
  • Creatures summoned by Invocations are immune to the paladin Abjuration ability. Need verification
  • The chanter's summons are smaller and have half their normal health.
  • Summon Invocations cost +1 Phrases.
Skald While many chanters prefer to work their magic from the safety of the back lines, skalds depend on toe-to-toe combat to power their invocation. Skalds are found in many cultures with a proud martial tradition, celebrating the deeds of their neighbors, kin, and ancestors.
  • Offensive Invocations cost -1 Phrase.
  • Melee Weapon Critical Hits have a 50% chance to grant a phrase.
  • Non-Offensive Invocations cost +1 Phrase to cast.
Troubadour Troubadours are masters of the chant, able to adjust the speed of their chanting and the linger of their phrases to suit the needs of battle. More passive than many chanters, troubadours relish their support role in the midst of their comrades. Troubadours originated in Old Vailia, but are common in the Vailian Republics and many other lands.
  • Linger for Phrases is increased significantly.
  • Gain "Brisk Recitation" modal that increases the rate that phrases elapse, but shortens the duration they linger.
  • All Invocations cost +1 Phrase to cast.
Bellower Bellowers are often found in communities steeped in hardship, particularly among those that have experienced recent misfortune. Their tales better resemble a collection of ramblings and gibberish than coherant stories. Their name stems from the rare, violent, empassioned outbursts of fearsome magic.
  • Invocations grant (and benefit from) a brief bonus to Power Level based on the number of held Phrases.
  • Invocations consume all remaining Phases.
  • Chant radius is reduced.
Ascendant Ascendant ciphers train to use their powers when they are at full Focus. This can make their powers devastating when they are finally unleashed, but leaves them underpowered in other circumstances. Whether earned or not, ascendants have a reputation for being cocky and overconfident.
  • Max Focus is increased.
  • Reaching Max Focuses grants the "Ascended" effect temporarily, increasing Power Level and reducing Power Focus costs to 0.
  • Soul Whip does not turn off while Ascended and provides more bonus damage during Ascended
  • While not Ascended, receive a penalty to cipher Power Level.
  • While not Ascended, Soul Whip does much less damage, but will generate more Focus.
  • When Ascended fades, Focus is reduced to 0.
Beguiler Beguilers emphasize the mind-bending powrs of ciphers, relying on deception and illusion to defeat their enemies. Some beguilers are known for their odd sense of humor, love of riddles, and fondness for Wael, god of dreams and secrets.
  • All Deception cipher spells have increased range.
  • Deception cipher spells restore Focus when successfully cast on enemies that are vulnerable to Sneak Attack.
  • Soul Whip provides less bonus damage and reduced Focus against targets that are not vulnerable to Sneak Attack.
Soul Blade Soul blades focus all of their energy on offensive powers and the use of their soul whip. Among ciphers, they are known for their aggression and short tempers, though not all soul blades have such a hostile disposition.
  • Gains "Soul Annihilation" ability: A soul enhanced melee strike that consumes the cipher's remaining power pool and converts it into Raw damage on the target.
  • Shred cipher spells cost less Focus.
  • Downing an enemy with a Melee Weapon temporarily grants Concentration and raises Max Focus.
  • Max Focus is reduced. (Combat starting amount as well)
Psion Psions are quite rare, often beginning as prodigal young minds that slowly unlock secrets deemed incomprehensible to even the wisest scholars. Their powers require intense meditation, but can allow them to manipulate the conscious mind or move objects with incredible force.
  • Loses Soul Whip ability.
  • Receiving damage disables Soul Mind briefly.
Wild Mind
(Serafen only)
A cipher who developed their powers without formal training. Never learning to properly focus their energy, the wild mind is capable of violent surges of fantastic power that manifest in unpredictable ways.
  • Cipher spells have a chance to trigger an unexpected effect, this can manifest in spectacular ways, often (but not always) aiding the party.
  • Positive effects:
    • Increase Power Level of spell by 5
    • Echo Spell Cast
    • Set Focus to Full
    • Apply Random Affliction: Blinded, Dominated, Enfeebled, Paralyzed, Stunned, Terrified
    • Add Empower Point
  • Sometimes wild mind manifestations can cause undesirable effects
  • Negative effects:
    • Decrease Power Level of spell by 3
    • Set Enemy Invisible for 15 seconds
    • Push everything away from target
    • Apply Random Inspiration: Brilliant, Courageous, Energized, Intuitive, Robust, Swift
    • Remove Empower Point
    • Miscast: Self-centered AOE dealing 3x accrued Focus as shock, 2.5m radius, Penetration 7 vs Will. Target also takes damage
Animist Animists are the most common druids in Eora. Seeing life in all facets of the world, animists draw power from the complex web of connections between plants, animals, the weather and even humble rocks and soil.
  • Automatically learn the following druid spells at new power levels: 1. Sunbeam, 2. The Moon's Light, 3. Returning Storm, 4. Conjure Blight, 5. Plague of Insects, 6. Sunlance, 7. Lashing Vine, 8. Regenerate, 9. Tornado
  • None.
Fury Furies embrace storms as the essential wild spirit of nature. Instead of spiritshifting into an animal form, furies transform themselves into a storm blight. Despite their name, furies are not known for being particularly violent, but are known for being loud, boisterous, and generally impossible to shut up.
  • Instead of an animal form, Furies spiritshift into a storm blight.
  • Elemental druid spells gain increased range and Penetration.
  • Killing an enemy while spiritshifted extends the duration of the shift.
  • Automatically learn the following druid spells at new power levels: 1. Dancing Bolts, 2. Burst of Summer Flame, 3. Returning Storm, 4. Hail Storm. 5. Relentless Storm, 6. Sunlance, 7. Weather the Storm, 8. Avenging Storm, 9. Great Maelstrom
  • Cannot cast restoration spells.
Lifegiver While not pacifists, lifegiver groves tend to be the most peaceful gatherings of druids. They focus heavily on healing magic, but lack the ability to summon allies. They are commonly found in rural communities where feuds and tempers run high, such as the Dyrwood.
  • Druid Rejuvenation spells cast with increased Power Level.
  • While spiritshifted, the druid's power level bonus to Rejuvenation spells is greatly increased.
  • Automatically learn the following druid spells at new power levels: 1. Nature's Vigor, 2. The Moon's Light, 3. Nature's Balm, 4. Moonwell, 5. Cleansing Wind, 6. Garden of Life, 7. Nature's Bounty, 8. Regenerate, 9. Pollen Patch
  • Cannot cast creature summon spells.
  • After spiritshift, the druid receives a significant penalty to the power level of their Rejuvenation spells.
Shifter Shifters emphasize the spiritshifting capabilities of druids rather than their spellcasting abilities. Unlike other druids, shifters possess the ability to shift to any animal form. Shifters are known as isolated and antisocial druids, often living as hermits far from civilization.
  • Druid can switch to any of the Spiritshifting animals, once each, per combat.
  • Spiritshift has a longer duration.
  • After a spiritshift ends, the druid is healed a portion of their health.
  • Automatically learn the following druid spells at new power levels: 1. Nature's Mark, 2. Insect Swarm, 3. Infestation of Maggots, 4. Form of the Delemgan, 5. Nature's Terror, 6. Garden of Life, 7. Rusted Armor, 8. Entropy, 9. Pollen Patch
  • Cannot cast spells while in animal form.
Ancient Not all Ancients are venerable in form, but many have walked Eora for hundreds of years. Primal in nature, these zealots of Galawain tend to keep to themselves in forests and extreme environments, warding off would-be travelers and conjuring untamed magics.
  • Gain bonus Power Level with Beast and Plant spells.
  • Automatically learn the following druid spells at new power levels: 1. Summon Sporelings, 2. Hold Beasts, 3. Wild Growth, 4. Form of the Delemgan, 5. Wall of Thorns, 6. Venombloom, 7. Call to the Primordials, 8. Fire Stag, 9. Aspect of Galawain
  • Reduced defense against Veil-Piercing attacks.
  • Increased damage received from vessels.
Watershaper
(Tekehu only)
Unique to the Huana, watershaper druids possess a special affinity with water in all its forms. Watershaping is an ancient tradition, taught only to select members of the Mataru caste, and is believed to have been taught to the Huana by Ondra herself.
  • Gains "Ondra's Whip" druid spell.
  • Can learn select Frost spells from the wizard class at Power Levels 3, 5, 7, and 9.
  • Frost spells cast this way are Foe Only.
  • Lose access to Fire and Creature druid spells.
Black Jacket Fighters of the Black Jacket academies pride themselves on being skilled with a wide variety of weapons. Though the original school was founded in the Dyrwood, many sister academies have sprung up across the Eastern Reach and Old Empires. Former students of the Black Jacket often wear black brigandine as a sign of fellowship.
  • Start with an additional Weapon Set and Weapon Proficiency.
  • Reduced Recovery time penalty when switching weapons.
  • Constant Recovery is less effective.
Devoted The Devoted are dedicated to the pursuit of a single weapon to the exclusion of all others. They are so attuned to the techniques of their chosen arms that other weapons feel bizarre and alien to them. Because of their extreme specialization, Devoted academies often consist of a single master or a tiny cadre of like-minded disciples.
  • May select a single weapon proficiency as their chosen weapon.
  • Increased Penetration with their chosen weapon.
  • Increased Critical Hit damage with their chosen weapon.
  • Accuracy is penalized whenever using a weapon that is not their chosen weapon.
  • Only gain a single proficiency and no new proficiencies during level up.
Unbroken Unbroken fighters are glaciers of the battlefield: slow-moving, almost indestructible, and dangerous to circumvent. Often underestimated for their lack of mobility, the Unbroken have laid low countless foolhardy opponents on the battlefield. Unbroken academies tend to be somber, serious places, most common in similarly somber, serious nations such as Aedyr and Readceras.
  • +1 Engagement.
  • Increased Penetration on Disengagement Attacks.
  • Gains "Shield Mastery" providing bonus Armor Rating while wearing a shield.
  • Lower Stride in combat.
  • Lower Reflexes.
Tactician Those who can rally their wit in the heat of a battle are known as "Tacticians." These warriors see all forms of combat as only pieces moving in play. Frequently assuming leadership positions within a structured military, Tacticians weaponize cleverness and sharpen experiences.
Helwalker All Helwalkers undergo a ceremonial death rite as part of their initiation. The experience allows them to start combat with extra Wounds and to draw physical strength from their Wounds at the cost of increased vulnerability.
  • Begin combat with more Wounds.
  • Helwalker monks gain Might for each Wound they have.
  • Helwalker monks take more damage for each Wound they have.
Nalpazca The Nalpazca are an order of monks who meditate on the differences between the material world and the perceived world through the use of mind-altering substances. Originating in Ixamitl, the nalpazca are respected in their homelands but often disregarded as fools when traveling abroad. Their extensive dabbling with the boundaries of reality can give others the impression that they are addled or simply insane.
  • All drug effects last longer.
  • Generate Wounds while receiving the bonus of drugs.
  • Crash penalties from drugs cause the monk to be unable to receive healing.
  • Degenerate Wounds while not benefiting from drugs.
Shattered Pillar Unlike other monastic orders, monks of the Shattered Pillar philosophy gain power from causing pain and harm. While not inherently sadistic, the order does attract many practitioners who delight in the suffering of others.
  • Gain Wounds by melee weapon damage inflicted. (Does not count abilities)
  • Cannot gain Wounds from damage received.
  • Required threshold to gain Wounds is increased.
  • Max Wound limit is decreased.
Forbidden Fist Followers of cryptic teachings rooted in a dark past, these monks are among the few granted - or cursed - with knowledge of forbidden techniques. Their martial prowess was said to corrupt the very soul of the wielder. Believing that great and terrible events justify their use, these monks travel Eora weighting the balance between the purity of their soul and the necessity of conflict.
  • No longer gain Wounds from damage received.
Sister of the Reaping Moon
(Xoti only)
A monastic order of Gaun, the reaping aspect of Eothas, Sisters of the Reaping Moon are most effective against opponents who are already at death's door.
  • Gain Buckler proficiency.
  • Gain Wounds when defeating an enemy with a melee attack.
  • All Wounds abilities cost +1 Wound.
Bleak Walkers Dreaded for their mercilessness and cruelty, paladins of the Bleak Walkers believe that extreme brutality in warfare brings conflict to a swift close. To maintain their reputation for unrelenting savagery, the Bleak Walkers never give quarter and never abdandon the field, even if their employers command them to.
  • Gain Flames of Devotion.
  • Flames of Devotion deals additional Corrode damage (Black Flames) and applies the Sickened Affliction to targets.
Darcozzi Paladini The oldest known paladin order in the world, the Darcozzi Paladini were founded as the guards of the Darcozzi Palace in Grand Vailia over 2000 years ago. Since the shattering of Grand Vailia, the Darcozzi Paladini have transformed into the protectors and ambassadors of the immense Darcozzi family as well as Old Vailian culture. The Darcozzi Paladini are widespread and occasionally even come into conflict with each other due to the machinations of the Darcozzi family. Paladins of the order are renowned for their wit and love of life.
  • Gain Lay on Hands.
  • Lay on Hands grants a minor Flame Shield to the target.
Goldpact Knights Mercenaries with a solemn reverence for the sanctity of contracts, Goldpact Knights fulfill their obligations with unemotional, unswerving commitment and without moral judgment.
  • Gain Sworn Enemy.
  • Sworn Enemy gains the upgrade "Gilded Enmity" which causes the paladin to be imbued with a blessing of gold when they declare a Sworn Enemy. The paladin receives bonus Armor Rating until struck enough times for the gold to break.
Kind Wayfarers A charitable order of knights-errant who assist troubled travelers and celebrate kindness, condemning deception and malice even when dealing with their enemies. The ranks of the Kind Wayfarers are filled with kith of all races and from all cultures. They can be found in any part of the Old Empires, Eastern Reach, and even the Deadfire.
The Shieldbearers of St. Elcga A paladin order of Aedyran warriors who emphasize honesty and diplomacy over cruelty and aggression. The Shieldbearers were founded in honor of an elven noble who helped unite the Aedyr and Kulklin kingdoms after a long war. Gain Lay on Hands.
  • Lay on Hands prevents the target from being killed for a short time.
  • While equipped with a shield, +1 Engagement.
The Steel Garrote The Steel Garrote is a feared paladin order dedicated to Woedica. They work with powerful individuals and business interest to hunt down those who violate contracts, especially if said contracts were endorsed by a priestess of the Exiled Queen. They were founded in the Aedyr Empire and are active throughout the region - branching out as far as the Dyrwood and the Vailian Republics.
  • Heal for a portion of the damage dealt to afflicted targets.
  • Gain Garrote ability.
Frermàs mes Canc Suolias
(Pallegina only)
The Frermàs mes Canc Suolias, or the Brotherhood of the Five Suns, is a paladin order of the Vailian Republics. The "Five Suns" refer to the five Vailian ducs bels, or "great dukes". The Brotherhood is loyal to the collective will of the ducal congress, rather than to any particular duc or ducess, and members are forbidden from active intervention in the congress's debates.
  • Gain Sworn Enemy.
  • Sworn Enemy is upgraded to Wrath of the Five Suns.
Berath Berath is the god of death, doors, and the wheel of reincarnation itself. Portrayed as either a genderless deity or twinned male and female incarnation, Berath seldom speaks with their followers. Their priests are expected to be rational and unemotional, treating death with a dispassionate dignity.
  • Priests of Berath automatically learn the following spells at the appropriate Power Level: 1. Touch of Rot, 2. Holy Meditation, 3. Spreading Plague, 4. Divine Terror, 5. Rot Skulls, 6. Salvation of Time, 7. Rusted Armor, 8. Symbol of Berath, 9. Hand of Berath
Eothas Eothas is the god of light, redemption, hope, and rebirth. The god was believed to have been destroyed at the end of the Saint's War, but many of his priests and followers continued to worship him. His return to Eora at Caed Nua is not yet known to most mortals. Priests of Eothas are honest and kind in their dealings, condemning all expressions of cruelty and falsehood.
  • Priests of Eothas automatically learn the following spells at the appropriate Power Level: 1. Sunbeam, 2. Withdraw, 3. Watchful Presence, 4. Circle of Protection, 5. Revive the Fallen, 6. Minor Intercession, 7. Resurrection, 8. Symbol of Eothas, 9. Light of Eothas,
Magran Magran is the goddess of war, fire, and struggle. She is invoked and revered by warriors of all culture, but especially by the people of the Dyrwood, who believe the goddess helped them defeat St. Waidwen during the Saint's War. Magran favors bold action and quick wits over emotion and diplomacy.
  • Priests of Magran automatically learn the following spells at the appropriate Power Level: 1. Fan of Flames, 2. Spiritual Weapon, 3. Ray of Fire, 4. Shining Beacon, 5. Flame Shield, 6. Pillar of Holy Fire, 7. Torrent of Flame, 8. Symbol of Magran, 9. Magran's Might
Skaen Skaen, known also as the Quiet Slave, is the god of secret hatred, resentment, and violent rebellion. He is usually depicted as a small, bald man covered in lash scars whose ears and nose have been cut off. He appears outwardly submissive, with downcast eyes. However, his eyes glitter black with quiet hatred, and his fist is clenched. He is known to manifest in a horrific incarnation known as the Effigy to followers desperate enough to perform certain unspeakable rites. In Dyrwood, Skaen's faithful often double as torturers and executioners, delighting in the fall of high-status prisoners.
  • Priests of Skaen automatically learn the following spells at the appropriate Power Level: 1. Barbs of Condemnation, 2. Escape, 3. Divine Mark, 4. Finishing Blow, 5. Shadowing Beyond, 6. Spiritual Ally, 7. Minor Avatar, 8. Symbol of Skaen, 9. Revenge of Skaen
Wael Wael is the god of dreams, secrets, mysteries, and revelations. Inscrutable even to the other gods, Wael has no determinate gender or consistent appearance. Its symbol is the eye, though the look and number of the eyes often change. People pray to Wael both to protect their secrets as well as to unravel the mysteries in front of them. Followers of Wael are known for many Strange and unusual practices, possibly for good reasons, possibly for no reason at all.
  • Priests of Wael automatically learn the following spells at the appropriate Power Level:, 1. Arcane Veil, 2. Iconic Projection, 3. Mirrored Image, 4. Llengrath's Displaced Image, 5. Confusion, 6. Arkemyr's Wondrous Torment, 7. Gaze of the Adragan, 8. Symbol of Wael, 9. Blessing of Wael
Woedica Priests and Priestesses of the Exiled Queen express their faith as lawyers and judges in towns and urban centers. The most prominent among them have served as advisers in royal court. They are of particular importance in the Empire of Aedyr, where business contracts require their endorsement. Woedica's devotees are typically found in the upper classes, but any tradition-minded person who longs for a vanished past will find a place in her faith. "When Woedica takes back her throne" is a common saying amongst her followers, signifying a utopian future when society will be properly ordered once again, and she will take her rightful place as ruler of the gods.
  • Automatically learn the following priest spells at new power levels: 1. Writ of Engagement, 2. Spiritual Weapon, 3. Writ of Consumption, 4. Divine Terror, 5. Writ of War, 6. Pillar of Holy Fire, 7. Writ of Sorcery, 8. Hand of Weal and Woe, 9. Writ of Mending
Harvester of Gaun
(Xoti only)
An aspect of Eothas, Gaun emphasizes the natural ending of mortal life. He is most often portrayed as a farmer with a lantern and sickle, implements his priests utilize in ceremonies and combat. The sickle represents the time of harvest, i.e. the natural end of life, and the lantern represents a light that guides dead souls to the Beyond.
  • Gains Hatchet proficiency.
  • Priests of Gaun automatically learn the following spells at the appropriate Power Levels: 1. Blessed Harvest, 2. Withdraw, 3. Vile Thorns, 4. Circle of Protection, 5. Wicked Briars, 6. Minor Intercession, 7. Wall of Thorns, 8. Symbol of Eothas, 9. Lashing Vine
Ghost Heart Ghost Hearts are rangers whose animal companions have died but remained in the In-Between as spirits to serve their masters. Ghost Hearts can summon the spirit of their companion in combat for a limited duration.
  • Immune to Bonded Grief.
  • Animal Companion is immune to Engagement.
  • Must actively summon Animal Companion during battle (costs Bond and has a duration).
  • Companion is considered a Spirit and is affected by Spirit-targeting powers.
  • Animal Companion cannot be healed (Unable to learn both Heal Pet and Revive Pet abilities).
Sharpshooter Sharpshooters focus their attention entirely on ranged combat, relying on their animal companions to provide defense for them. Their Penetration and Accuracy with ranged weapons is superior, but they take more time to recover between attacks and have poor Deflection.
  • Bonus Hit to Crit conversion when attacking targets greater than 4m away.
  • Bonus Penetration when attacking targets 4m or closer.
Stalker Stalkers have an especially strong bond with their animal companions and excel when when they are close to each other but suffer as soon as they are separated by any distance.
  • The stalker and their companion gain bonus Deflection and Armor Rating when within 4m of each other.
  • The stalker and their companion suffer Bonded Grief when they are more than 7m from each other.
Arcane Archer A rare few find themselves gifted in both physical ability and the more cerebral, arcane talents. Arcane Archers are among those few, and apply their innate aptitude with magic by temporarily infusing spells into their projectiles. More commonly seen among travelling performers or during archery contests, these skilled individuals are both admired and reviled for their abilities.
  • Receive a penalty to Accuracy with attacks not of the following traits: Imbue, Elements, Fire, Frost, Acid, Electricity, and Spell.
  • Max health is reduced.
Gunhawk
(Maia only)
Gunhawks are a type of ranger unique to Rauatai who use hawk companions to complement their sharpshooting skills.
  • All firearms (arquebus, pistol and blunderbuss) have increased range.
  • All firearms receive a chance to Interrupt on hit
  • None.
Assassin Assassins train to strike opponents who are completely unaware of their presence, often killing a hapless victim in a single blow. However, assassins are even more fragile than other rogues, making them vulnerable in toe-to-toe fights.
  • All damage received is increased.
Streetfighter Streetfighters excel when the odds are against them, becoming especially deadly when they are outnumbered and bloodied.
  • Sneak Attack becomes more deadly and Recovery decreases when the street fighter is Flanked or Bloodied.
  • Weapon Crit damage increases when the street fighter is both Flanked and Bloodied.
  • Recovery is slower when the street fighter is neither Flanked nor Bloodied.
Trickster Tricksters dabble in illusion magic to augment their rogue abilities. Using magic, tricksters can find their way out of almost any situation, but their Sneak Attack is less powerful than other rogues'.
  • Learns "Arkemyr's Dazzling Lights".
  • Automatically gain select Illusion wizard spells at new Power Levels. (spells cost Guile to use)
  • Sneak Attack deals significantly less damage.
Debonaire As charming as they are devious, these rogues use cleverness and diplomacy to achieve their goals. Often acting only in self-interest, they have been known to contract high-society thefts, unveil scandals, or even perform the occasional white-glove assassination.
  • Cannot Engage
  • Gain Cowardice ability. (-10 Accuracy, -10 All Defenses if there are no allies nearby)
  Conjurer Conjurers specialize in spells that summon weapons and physical objects, but are unable to cast Evocation or Illusion spells.
  • Gain increased Power Level with Conjuration Spells.
  • Gain "Conjure Familiar" spell: Summons a helpful creature to aid the wizard. Familiars are poor at combat, but provide passive bonuses to their master.
  • Lose access to spells from Evocation and Illusion schools.
  • Increased Recovery Time for Wizard Spells not of the Conjuration School.
Enchanter Enchanters focus on magic that bedazzles or confuses foes, but are unable to cast Illusion or Transmutation spells.
  • Gain "Free Action" passive: Once per encounter, when the wizard is affected by a Dexterity Affliction, they will clear that effect and become temporarily immune to Dexterity Afflictions.
  • Lose access to spells from Illusion and Transmutation schools.
  • Increased Recovery Time for Wizard Spells not of the Enchanting School.
Evoker Evokers devote all of their energy toward destructive energy magic, but are unable to cast Transmutation or Conjuration spells.
  • Gain increased Power Level with Evocation Spells.
  • Your evocation spells have a small chance to "Doublecast", reapplying their damage and effects to their targets again, instantly.
  • Lose access to spells from Transmutation and Conjuration schools.
  • Increased Recovery Time for Wizard Spells not of the Evocation School.
Illusionist Illusionists master spells that disguise and conceal, but are unable to cast Conjuration or Enchanting spells.
  • Gain increased Power Level with Illusion Spells.
  • Gain "Reflexive Mirror" passive: Once per encounter, when first attacked, automatically gain the effects of the spell "Mirrored Images".
  • Lose access to spells from Conjuration and Enchanting schools.
  • Increased Recovery Time for Wizard Spells not of the Illusion School.
Transmuter Transmuters excel at all magic that alters the wizard or their enemies, but are unable to cast Enchantment or Evocation spells.
  • Gain increased Power Level with Transmutation Spells.
  • Gain "Form of the Fearsome Brute" spell: Transforms the wizard into an Ogre. While in this form, spells are disabled, but physical attributes are increased.
  • Lose access to spells from Enchanting and Evocation schools.
  • Increased Recovery Time for Wizard Spells not of the Transmutation School.
Blood Mage Devoted to the belief that blood fuels the power of the soul, Blood Mages walk a painful and self-destructive path to arcane mastery. Though reputable animancers have discredited their beliefs, those few that have witnessed blood magic cannot deny that gratuitous self-harm can indeed preface unbelievable - often terrible - magical events.
  • Unable to use Empower
  • All defenses against bloodied attackers are reduced.